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[DICE] Executable Bloat - How it happens and how we can fight it

post #1 of 16
Thread Starter 
Quote:
Presentation about bloated executables due to large code size, how it happens and how we can fight it
DICE's blog source (scroll down a bit)

Presentation (the news itself)
    
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post #2 of 16
This is more of console news. PC users shouldn't be too concerned.
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post #3 of 16
Thread Starter 
^This is about the optimization of the Frostbite 2 engine. I think we all should be concerned.
    
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post #4 of 16
Quote:
Originally Posted by Ipwnnubletz View Post
This is more of console news. PC users shouldn't be too concerned.
No. Given how tiny the consoles OS/Kernels are(32-64MB), consoles don't have many executable programs running while the game itself is running. So this would apply to PC, especially with an OS that requires 1GB of RAM to run optimally and 20GB of disk space to install.

Its no surprise given the higher system requirements, there is a far larger overhead with PC than with consoles which is why optimization is superior.
Edited by BizzareRide - 3/10/11 at 4:48pm
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post #5 of 16
That could have been written in German and I would have understood it all the same.
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post #6 of 16
It's all greek to me... I hate coding
post #7 of 16
Quote:
Originally Posted by Ipwnnubletz View Post
This is more of console news. PC users shouldn't be too concerned.
Bloat is bloat.

I don't know about you, but I would much rather have the processing power of my system go to doing work for me, rather than be eaten up by Windows and programs doing mostly nothing but dragging their own fat asses around.
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post #8 of 16
Optimization Vs. Bloat. This question is old. Optimization is only good if you can accomplish the same thing as with longer code.
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post #9 of 16
Quote:
Originally Posted by AMD2600 View Post
Optimization Vs. Bloat. This question is old. Optimization is only good if you can accomplish the same thing as with longer code.
Removing bloat is optimization, if you can't accomplish the same task without the set amount of code than the code is optimized.

This actually has some truths to it, I know that some of the stuff I've learned in c++ was on there as something they were saying not to do. ='( Back to the drawing board?
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post #10 of 16
One rule every coder should know is the "space-time continuum", which I learned about 15 years ago, when CPU and RAM resources were precious (and very expensive).

Simply put - if you had a see-saw, and you put CPU usage on one side and RAM on the other, you'd get a good representation of the rule. The more RAM you use, the less CPU cycles you need, and vice versa.

For example, if you had A and B in memory, and wanted to output the result of A+B=C several times in a program (and you couldn't overwrite A or B in memory for whatever reason), you could either:
1) calculate C once and store it in memory, using more memory space
or
2) recalculate it every time you needed it, requiring reading both A and B from memory and performing the calculation multiple times

But, if you needed the result C only once, then it's best to try avoiding writing it to memory at all. You save on both memory AND cpu usage that way.

To everyone here this probably sounds like basic stuff. But you'd be surprised how few coders actually think about something like this these days. Using high level languages makes it very easy to miss things like this.

Just thought I'd mention this stuff, being that the news post is all about coding efficiency.
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